Entry tags:
◣ OPEN ◢ HATCHING LOG 001
WHO: All PCs
WHAT: New characters arrive on Ethyraia, get interrogated, and settle in at the basecamp.
WHEN: May 21 onward
WHERE: Basecamp Leviathan
NOTES/WARNINGS: Potential character nudity, violence, trypophobia (images) as well as light mentions of gore, alcohol and drug-use, light aphrodisiac effects (optional), and references to mass death.
WHAT: New characters arrive on Ethyraia, get interrogated, and settle in at the basecamp.
WHEN: May 21 onward
WHERE: Basecamp Leviathan
NOTES/WARNINGS: Potential character nudity, violence, trypophobia (images) as well as light mentions of gore, alcohol and drug-use, light aphrodisiac effects (optional), and references to mass death.
HATCHING LOG 001 ❀
CONTENT WARNINGS: potential character nudity, violence, trypophobia (images) as well as light mentions of gore, alcohol and drug-use, light aphrodisiac effects (optional), and references to mass death.
Players who participated in our TDM are welcome to keep their CR and the content of those threads. Please make sure to chat this out on the OOC intro & CR meme before making assumptions. Please take your time reading the hatching and basecamp bullets, as some items have been altered or expanded.

Congrats, you've woken up in an egg. I'm sure this is exactly how you wanted to spend your Saturday, right? There's no time to get curious and check out the other egg sacs. By the time you've fought your way out of the membranous sac, spilled electric blue goop everywhere, wiped it out of your eyes and sundry other orifices to get your bearings, you have a spear (or a gun) leveled at your face, throat, or other vital organs. Even if you might be inclined to fight, you can barely lift your arms to protest being grabbed and dragged off. Before you can even get a word in edgewise, you've been thrown into a holding cell.
Characters will not have a chance to retrieve their items at the time of the first hatching, and may not even know there is anything left in the remaining eggs.
The holding cell stinks of something sour and acidic, like rotted citrus, but you are not alone. Several other detainees sit in similar squalid confusion, dressed strangely and equally gooey. Time to make nice, ask questions... figure out what the hell is going on, and maybe do something about all that slime?
Over the next few days, a few things become clear. Despite the alien greeting, your captors speak a language that you understand, and the unpleasant circumstances are revealed to be a matter of necessity, not choice. Supplies are low, but they ensure that the new arrivals' time imprisoned is as painless as can be — they offer hot communal showers of less than three minutes, some strange starchy meal-replacement, and medical treatment to those in need. You might strike up a conversation with your new best friend in the shower over a low soap dispenser or when you realize you might need to share towels.
The cost of these luxuries comes in the form of touch-and-go interrogation by the security officers keeping tabs on the cells and supervising the shower time.
A few notes:

You've been here for a week, had a chance to show your mettle. Maybe you've demonstrated a propensity for fixing gadgets (or plumbing!) or you have the command of a natural leader and the ability to wield a gun (or a tire iron!) to great effect. Either way, the Adamant's survivors are eager to put you to work so they can have their first real 'days off' in three years! Survivors have set up their various areas in the hopes of catching your attention and (possibly!) bolster their numbers! Feel free to wander around, talk to other PCs, and get the lay of the land.
ENGINEERING CORPS
Thorkil has welded a sign to a post out front, cheerfully painted by a gaggle of children to say "WELCOME!" The children are crowded around the area, and Thorkil is telling them stories about one of his many tattoos as you approach — he has a magnificent eagle tattooed on his arm, and in a hush he is explaining how it landed on him and tried to bite him like a mosquito, and how he slapped it and it just splattered right there on his arm and he's never been able to wash it off!
The children seem mesmerized by the story (maybe you are too?) and will scatter at the story's conclusion, tugging you over to the various areas, pointing things out excitedly. What is an Ehlers-Chau sublight engine? You're about to find out whether you like it or not! Or maybe you can teach them a thing or two. Those who seem to know their stuff will be eagerly invited on board by Thorkil.
The Engineering division has salvaged its tools and scrap from the Adamant’s wreckage, so it has all of the essentials from metal mills to CNC routers to circuitry tools. A holo projector throws schematics on the wall — a drill, a few potential shelter ideas for long-term settlement, and a new communications tower.
SECURITY DIVISION
Rémi has barely deigned to participate — and seems to have done so only at the request of some of his companions. He's sitting at an unadorned table and he is cleaning a variety of weapons. He will scowl if approached, and seems openly mistrustful of your intentions should you speak to him. Questions about how a conversation with Rémi might go may be posted to the MOD QUESTIONS thread. (Note: We will not be threading Rémi, so these questions will be handwaved!)
Characters who make a positive impression on him will open up the avenue to work for the Security Division later, but he will not be extending any offers now — please allow for a realistic period of development here!
Feel free to lean into another PC's space and comment on how frosty that dude seems! You can also survey the various weapons stored in racks, help out with building spears, the usual suspects.
THEATRE
The theatre doubles as a childcare center, and many of the NPCs bustling about seem very excited and eager for the chance to talk to anyone who ventures in to visit. The theatre is bright and cheerful, paintings have been done on the walls of scenes from children's stories featuring colorful characters.
The thespians will not only try to recruit you (for acting in a play, for teaching, for script writing, for drawing on the walls or caring for children) but they will actively put you to work if they see you standing idle longer than a moment! Your character may find themselves with a paintbrush in hand, or taking part in a recital for a play (you're free to invent one, or put a new spin on an old classic! Romeo and Julio, anyone?) or building a set piece for one of the many local productions.
The Theatre doubles as the protective hub in times of need, so beyond arts education and babysitting, your character may also be tasked with shoring up those defenses, helping to fortify the walls, or other such tasks. And who knows, they may be paired off with someone else rather unexpectedly!
AID STATION
Sunya Hyacinth is the local medical doctor, fueled by coffee and spite. She doesn't have the time to recruit personally — she's flitting about the aid station seeing to the injured.
If you follow her, she will put you to work. Hold this stent, articulate this dislocation, take this blood pressure reading. If anyone appears to have a proficiency for this sort of work, she may inquire after credentials — and anyone who seems to have medical experience is going to immediately be handed the medic's armband, a white band with a blue cross emblazoned on it. This armband will grant any PC an extra amount of respect and trust from the Adamant's survivors — but you'd better be able to live up to it!
Feel free to treat any injured PCs, converse with other 'recruits', help pin that white and blue arm-band on... you know, anything under the sun. Some of the patients in the medical bay seem to be suffering from the adverse effects of some of the local flora — itching hives or burning pustules. One unfortunate soul seems only able to speak in limericks, which the medical staff will admit is one of the odder things they’ve seen.
SANITATION
CONTENT WARNING: DRUG REFERENCES
It's a dirty job, but somebody's gotta do it! There are always latrines to be dug, pipes to be repaired, general maintenance to be done on the various sanitation systems.
A nervous-looking janitor will approach your character almost shyly, and ask if you wouldn't mind giving her a hand. If you are willing to help her (fix a pipe, dig a hole, etc), she will gradually warm up to you and seem more animated and lively and very, very grateful. Won't you please consider working with the Sanitation crew? Sure, it's not as glamorous as some of the other duties, but they're the backbone of the Basecamp and they could really use the help!
She'll even let you in on a little secret if you really butter her up or show an interest — the Sanitation Crew? Totally has a little underground greenhouse where they're growing marijuana. They're totally willing to share...
Feel free to dig latrines alongside your fellow PCs, or maybe even share a joint. It's a way to pass the time, right? PCs serving in sanitation will also have an easier time overhearing the gossip that spreads around the base, since no one looks twice at them.
COMMUNITY OUTREACH
CONTENT WARNING: REFERENCES TO MASS DEATH
During their first two weeks in the basecamp, any character who stops by one of the various houses of worship (in addition to a church, a synagogue, and a mosque, there is a temple with small statues to fifteen different unfamiliar deities, many of whom seem to be from different faiths), the gymnasium, or the mess hall will come across a stand that hosts a dozen or so packages.
Wrapped in the black emergency blankets that many bring with them to and from the bunks, these packages are about one cubic foot and contain folded clothes in roughly the same sizes. The styles are all different and highly individualized. Some are luxe, some are basic, and some are clearly the undershirt (but not the proper outerwear) for uniforms of the Adamant’s crew. Warm-faced folks eagerly give out a single package to each new hatchling. Along with the clothing and blanket, hatchlings will receive basic packages containing basic toiletries — bar soap, a toothbrush, a straight razor, etc.
Come by at the wrong time, and you might see a fight break out. A young person, red-faced, shouts at the volunteers working these stands, “Those were our people! Our families! We should be the one to decide what’s done with what they left behind.”
In hushed tones, clearly trying to keep this from becoming a conflict, the lead volunteer insists, “Take it up with Captain Childe.”
A few notes:
Players who participated in our TDM are welcome to keep their CR and the content of those threads. Please make sure to chat this out on the OOC intro & CR meme before making assumptions. Please take your time reading the hatching and basecamp bullets, as some items have been altered or expanded.
❀ HATCHING

Congrats, you've woken up in an egg. I'm sure this is exactly how you wanted to spend your Saturday, right? There's no time to get curious and check out the other egg sacs. By the time you've fought your way out of the membranous sac, spilled electric blue goop everywhere, wiped it out of your eyes and sundry other orifices to get your bearings, you have a spear (or a gun) leveled at your face, throat, or other vital organs. Even if you might be inclined to fight, you can barely lift your arms to protest being grabbed and dragged off. Before you can even get a word in edgewise, you've been thrown into a holding cell.
Characters will not have a chance to retrieve their items at the time of the first hatching, and may not even know there is anything left in the remaining eggs.
The holding cell stinks of something sour and acidic, like rotted citrus, but you are not alone. Several other detainees sit in similar squalid confusion, dressed strangely and equally gooey. Time to make nice, ask questions... figure out what the hell is going on, and maybe do something about all that slime?
Over the next few days, a few things become clear. Despite the alien greeting, your captors speak a language that you understand, and the unpleasant circumstances are revealed to be a matter of necessity, not choice. Supplies are low, but they ensure that the new arrivals' time imprisoned is as painless as can be — they offer hot communal showers of less than three minutes, some strange starchy meal-replacement, and medical treatment to those in need. You might strike up a conversation with your new best friend in the shower over a low soap dispenser or when you realize you might need to share towels.
The cost of these luxuries comes in the form of touch-and-go interrogation by the security officers keeping tabs on the cells and supervising the shower time.
A few notes:
☆ Your character may get pulled away for interrogation at some point. No torture, no drugs; just questioning. If you would like to thread this out, please reply to CAPT CHILDE'S top level comment! A caveat: threads will not go beyond (TEN) NPC replies, and new tag-ins will not be responded to after MAY 24.
☆ Locals will be stopping by outside the freestanding holding cells to ogle or ask questions. Are you really going to be mean to that little kid staring at you with wide eyes?
☆ Characters will be let out for bio breaks. No one has to pee in a bucket, that's just inhumane!
☆ Attempts to escape will probably get you tasered. If your character composes a genius jailbreak, you are welcome to submit it in the MOD QUESTION comment to work out how that might go with the NPCs!
☆ Locals will be stopping by outside the freestanding holding cells to ogle or ask questions. Are you really going to be mean to that little kid staring at you with wide eyes?
☆ Characters will be let out for bio breaks. No one has to pee in a bucket, that's just inhumane!
☆ Attempts to escape will probably get you tasered. If your character composes a genius jailbreak, you are welcome to submit it in the MOD QUESTION comment to work out how that might go with the NPCs!
❀ EXPLORE THE BASECAMP
On the heels of a little benign interrogation, a medical inspection, and a stern talking to by Captain Childe, the survivors at Basecamp Leviathan determine one thing: you don't appear to be an active threat.
Released from the detention center after three days, you are given the run-down by the locals — you're on a planet called Ethyraia, and the people around you are survivors of the catastrophic crash of the UCSS Adamant several years prior. You, in fact, showed up on the third anniversary of the crash. Weird coincidence, huh?
The first order of the day is having a proper meal at the mess hall — some of the Adamant's survivors will be friendlier than others. They've been stranded here for years, remember? Some of them will be so desperate to talk to someone who has news of other places, and some will be giving you the cold shoulder.
You'll be fed the same as the rest of them. A plastic plate of crumbled protein of unidentifiable origin and gravy over rice with a single wilted stalk of broccoli and a cup of the worst coffee you've ever had. Maybe somebody bumps into you and spills said coffee, maybe you make it all the way to one of the long tables set out for communal eating.
Time to strike up a chat with your neighbor — maybe ask them to pass the salt?
(What do you mean, there's no salt!?)
During this time, characters will be able to return to the Central Chrysalis where they hatched. While there are no clues as to how they got there, they might find items — their own, or someone else's. Everyone is strapped for supplies, but try not to snatch up anything that isn't yours. The security officers don't look kindly on people chasing one other down the hall, trying to get back their dirty magazines.
A few notes:
Released from the detention center after three days, you are given the run-down by the locals — you're on a planet called Ethyraia, and the people around you are survivors of the catastrophic crash of the UCSS Adamant several years prior. You, in fact, showed up on the third anniversary of the crash. Weird coincidence, huh?
The first order of the day is having a proper meal at the mess hall — some of the Adamant's survivors will be friendlier than others. They've been stranded here for years, remember? Some of them will be so desperate to talk to someone who has news of other places, and some will be giving you the cold shoulder.
You'll be fed the same as the rest of them. A plastic plate of crumbled protein of unidentifiable origin and gravy over rice with a single wilted stalk of broccoli and a cup of the worst coffee you've ever had. Maybe somebody bumps into you and spills said coffee, maybe you make it all the way to one of the long tables set out for communal eating.
Time to strike up a chat with your neighbor — maybe ask them to pass the salt?
(What do you mean, there's no salt!?)
During this time, characters will be able to return to the Central Chrysalis where they hatched. While there are no clues as to how they got there, they might find items — their own, or someone else's. Everyone is strapped for supplies, but try not to snatch up anything that isn't yours. The security officers don't look kindly on people chasing one other down the hall, trying to get back their dirty magazines.
A few notes:
☆ Feel free to help out anywhere. Every little bit of assistance you offer to the locals will raise their estimation of you. You could easily help clean dishes after the meal, help fix leaky piping or repair hammocks. You could stop by the aid station and assist with the wounded. You'll be watched closely and some of the survivors will be warier than others, but most will appreciate the opportunity to have a 'break'.
☆ If your character leaves the basecamp and wanders outside the Leviathan, they may begin to notice that what they perhaps took as a giant cave is actually an enormous dragon. Everything that seems human-made will look varying levels of worn down, patched, repaired and patched again. This is not a place of prosperity and happiness. Many people are recently injured, or have new scars or missing limbs.
☆ PCs will be warned about the acid rain and inhospitable wildlife that they'll face if they venture beyond the shade of the dragon's wings.
☆ If your character leaves the basecamp and wanders outside the Leviathan, they may begin to notice that what they perhaps took as a giant cave is actually an enormous dragon. Everything that seems human-made will look varying levels of worn down, patched, repaired and patched again. This is not a place of prosperity and happiness. Many people are recently injured, or have new scars or missing limbs.
☆ PCs will be warned about the acid rain and inhospitable wildlife that they'll face if they venture beyond the shade of the dragon's wings.
❀ RECRUITMENT FAIR

You've been here for a week, had a chance to show your mettle. Maybe you've demonstrated a propensity for fixing gadgets (or plumbing!) or you have the command of a natural leader and the ability to wield a gun (or a tire iron!) to great effect. Either way, the Adamant's survivors are eager to put you to work so they can have their first real 'days off' in three years! Survivors have set up their various areas in the hopes of catching your attention and (possibly!) bolster their numbers! Feel free to wander around, talk to other PCs, and get the lay of the land.
ENGINEERING CORPS
Thorkil has welded a sign to a post out front, cheerfully painted by a gaggle of children to say "WELCOME!" The children are crowded around the area, and Thorkil is telling them stories about one of his many tattoos as you approach — he has a magnificent eagle tattooed on his arm, and in a hush he is explaining how it landed on him and tried to bite him like a mosquito, and how he slapped it and it just splattered right there on his arm and he's never been able to wash it off!
The children seem mesmerized by the story (maybe you are too?) and will scatter at the story's conclusion, tugging you over to the various areas, pointing things out excitedly. What is an Ehlers-Chau sublight engine? You're about to find out whether you like it or not! Or maybe you can teach them a thing or two. Those who seem to know their stuff will be eagerly invited on board by Thorkil.
The Engineering division has salvaged its tools and scrap from the Adamant’s wreckage, so it has all of the essentials from metal mills to CNC routers to circuitry tools. A holo projector throws schematics on the wall — a drill, a few potential shelter ideas for long-term settlement, and a new communications tower.
SECURITY DIVISION
Rémi has barely deigned to participate — and seems to have done so only at the request of some of his companions. He's sitting at an unadorned table and he is cleaning a variety of weapons. He will scowl if approached, and seems openly mistrustful of your intentions should you speak to him. Questions about how a conversation with Rémi might go may be posted to the MOD QUESTIONS thread. (Note: We will not be threading Rémi, so these questions will be handwaved!)
Characters who make a positive impression on him will open up the avenue to work for the Security Division later, but he will not be extending any offers now — please allow for a realistic period of development here!
Feel free to lean into another PC's space and comment on how frosty that dude seems! You can also survey the various weapons stored in racks, help out with building spears, the usual suspects.
THEATRE
The theatre doubles as a childcare center, and many of the NPCs bustling about seem very excited and eager for the chance to talk to anyone who ventures in to visit. The theatre is bright and cheerful, paintings have been done on the walls of scenes from children's stories featuring colorful characters.
The thespians will not only try to recruit you (for acting in a play, for teaching, for script writing, for drawing on the walls or caring for children) but they will actively put you to work if they see you standing idle longer than a moment! Your character may find themselves with a paintbrush in hand, or taking part in a recital for a play (you're free to invent one, or put a new spin on an old classic! Romeo and Julio, anyone?) or building a set piece for one of the many local productions.
The Theatre doubles as the protective hub in times of need, so beyond arts education and babysitting, your character may also be tasked with shoring up those defenses, helping to fortify the walls, or other such tasks. And who knows, they may be paired off with someone else rather unexpectedly!
AID STATION
Sunya Hyacinth is the local medical doctor, fueled by coffee and spite. She doesn't have the time to recruit personally — she's flitting about the aid station seeing to the injured.
If you follow her, she will put you to work. Hold this stent, articulate this dislocation, take this blood pressure reading. If anyone appears to have a proficiency for this sort of work, she may inquire after credentials — and anyone who seems to have medical experience is going to immediately be handed the medic's armband, a white band with a blue cross emblazoned on it. This armband will grant any PC an extra amount of respect and trust from the Adamant's survivors — but you'd better be able to live up to it!
Feel free to treat any injured PCs, converse with other 'recruits', help pin that white and blue arm-band on... you know, anything under the sun. Some of the patients in the medical bay seem to be suffering from the adverse effects of some of the local flora — itching hives or burning pustules. One unfortunate soul seems only able to speak in limericks, which the medical staff will admit is one of the odder things they’ve seen.
SANITATION
CONTENT WARNING: DRUG REFERENCES
It's a dirty job, but somebody's gotta do it! There are always latrines to be dug, pipes to be repaired, general maintenance to be done on the various sanitation systems.
A nervous-looking janitor will approach your character almost shyly, and ask if you wouldn't mind giving her a hand. If you are willing to help her (fix a pipe, dig a hole, etc), she will gradually warm up to you and seem more animated and lively and very, very grateful. Won't you please consider working with the Sanitation crew? Sure, it's not as glamorous as some of the other duties, but they're the backbone of the Basecamp and they could really use the help!
She'll even let you in on a little secret if you really butter her up or show an interest — the Sanitation Crew? Totally has a little underground greenhouse where they're growing marijuana. They're totally willing to share...
Feel free to dig latrines alongside your fellow PCs, or maybe even share a joint. It's a way to pass the time, right? PCs serving in sanitation will also have an easier time overhearing the gossip that spreads around the base, since no one looks twice at them.
COMMUNITY OUTREACH
CONTENT WARNING: REFERENCES TO MASS DEATH
During their first two weeks in the basecamp, any character who stops by one of the various houses of worship (in addition to a church, a synagogue, and a mosque, there is a temple with small statues to fifteen different unfamiliar deities, many of whom seem to be from different faiths), the gymnasium, or the mess hall will come across a stand that hosts a dozen or so packages.
Wrapped in the black emergency blankets that many bring with them to and from the bunks, these packages are about one cubic foot and contain folded clothes in roughly the same sizes. The styles are all different and highly individualized. Some are luxe, some are basic, and some are clearly the undershirt (but not the proper outerwear) for uniforms of the Adamant’s crew. Warm-faced folks eagerly give out a single package to each new hatchling. Along with the clothing and blanket, hatchlings will receive basic packages containing basic toiletries — bar soap, a toothbrush, a straight razor, etc.
Come by at the wrong time, and you might see a fight break out. A young person, red-faced, shouts at the volunteers working these stands, “Those were our people! Our families! We should be the one to decide what’s done with what they left behind.”
In hushed tones, clearly trying to keep this from becoming a conflict, the lead volunteer insists, “Take it up with Captain Childe.”
A few notes:
☆ Feel free to have your character sign on to help out with any of the listed divisions, with the exception of security.
☆ Characters may collect one (1) care package from the community outreach program. If your character intends to come back for more, please let us know in the Mod Questions thread.
☆ Feel free to ask for light NPC interactions in the MOD QUESTIONS header; we can give you a general idea of how a conversation might go! Like with the Captain Childe threads, none of these threads will be lengthy, and new tag-ins will not be responded to after MAY 24.
☆ Characters may collect one (1) care package from the community outreach program. If your character intends to come back for more, please let us know in the Mod Questions thread.
☆ Feel free to ask for light NPC interactions in the MOD QUESTIONS header; we can give you a general idea of how a conversation might go! Like with the Captain Childe threads, none of these threads will be lengthy, and new tag-ins will not be responded to after MAY 24.
❀ THE DREAMING
You are standing at the edge of an immense, underground lake. Water laps at the shore, echoing in the cavern. There is a sense of peace and warmth and — welcome.
A creature emerges from the lake and approaches you. Its gills flutter, its eyes are a faint bioluminescent glow in the darkness. It reaches out to touch you — one long, elegant finger presses against your chest. It feels as if it might crack your sternum open and ferret beneath your bones as if looking, looking for something. Yet, there is no malice from it, and you feel no fear.
But the creature relents. It backs up. Bows to you once, and then turns and walks back into the water.
You stay for some time at the edge of the lake. Eventually, it seems as if another person is here with you, or perhaps they simply came into focus after being here just as long as you. Should you speak with them?
A few notes:
A creature emerges from the lake and approaches you. Its gills flutter, its eyes are a faint bioluminescent glow in the darkness. It reaches out to touch you — one long, elegant finger presses against your chest. It feels as if it might crack your sternum open and ferret beneath your bones as if looking, looking for something. Yet, there is no malice from it, and you feel no fear.
But the creature relents. It backs up. Bows to you once, and then turns and walks back into the water.
You stay for some time at the edge of the lake. Eventually, it seems as if another person is here with you, or perhaps they simply came into focus after being here just as long as you. Should you speak with them?
A few notes:
☆ PCs may interact with one another in the dreams. They will be in a semi-conscious state, not wholly aware they are dreaming and not wholly under the impression of its normalcy.
☆ Your character will wake up naturally from the Dreaming, they will feel peaceful and refreshed.
The lake, if they choose to swim in it while dreaming, would be perceived as the perfect ambient temperature for them — some characters may prefer it to be warmer or colder!
☆ If they duck below the water, they will see far-off glittering city lights, but no matter how they try to swim towards them they will never get any closer!
☆ If your character tries to drink the water, they might notice that for a few minutes after they wake they can hear little snippets of NPC thoughts. Weird!
☆ Every character will have a small, pale lilac mark where they were touched on the chest. It will fade over the next few days.
☆ Your character will wake up naturally from the Dreaming, they will feel peaceful and refreshed.
The lake, if they choose to swim in it while dreaming, would be perceived as the perfect ambient temperature for them — some characters may prefer it to be warmer or colder!
☆ If they duck below the water, they will see far-off glittering city lights, but no matter how they try to swim towards them they will never get any closer!
☆ If your character tries to drink the water, they might notice that for a few minutes after they wake they can hear little snippets of NPC thoughts. Weird!
☆ Every character will have a small, pale lilac mark where they were touched on the chest. It will fade over the next few days.
❀ FETCH QUEST
CONTENT WARNING: REFERENCES TO LIGHT APHRODISIAC EFFECTS
A small, perky woman corrals you somewhere near the latrines. "Hey!" she says insistently, pushing her hat back and sending a spill of inky curls askew from her forehead. "We need a hand. There's this plant we get for Sunya — the Doc? You met her yet? — it's a painkiller. Go through a shitload of that, which I'm sure is quite surprising," she says all this in a single breath, and her expression is sour despite her cheery tone.
"You any good at botany? We need another round of Starspire root. Can't harvest the ones we've got in camp, they've been a little cranky lately. You'll have to go about four kilometers due west, towards the old Adamant wreck. Just watch them — if they start to sweat, you'll need to get under cover, means the acid rain is coming. I'll upload the specs to your Comm."
Seems like you're being partnered with somebody else for the run — another person looking perhaps about as equally haggard as you, and at least as equally voluntold. Hopefully you won't run into any difficulties — how hard can retrieving one plant be?
A few notes:
A small, perky woman corrals you somewhere near the latrines. "Hey!" she says insistently, pushing her hat back and sending a spill of inky curls askew from her forehead. "We need a hand. There's this plant we get for Sunya — the Doc? You met her yet? — it's a painkiller. Go through a shitload of that, which I'm sure is quite surprising," she says all this in a single breath, and her expression is sour despite her cheery tone.
"You any good at botany? We need another round of Starspire root. Can't harvest the ones we've got in camp, they've been a little cranky lately. You'll have to go about four kilometers due west, towards the old Adamant wreck. Just watch them — if they start to sweat, you'll need to get under cover, means the acid rain is coming. I'll upload the specs to your Comm."
Seems like you're being partnered with somebody else for the run — another person looking perhaps about as equally haggard as you, and at least as equally voluntold. Hopefully you won't run into any difficulties — how hard can retrieving one plant be?
A few notes:
☆ Feel free to have random monster encounters along the way! Don’t forget to wait for approvals on bestiary submissions before incorporating them into threads.
☆ The plants are at a high elevation, so they will exist on rocky outcroppings along a cliff-face. The landscape here is mostly high desert, which means it is full of thin, calf-high grasses, scrub plants, and non arable land polluted by dense, alkaline soil and rocks. Be creative in how you get there!
☆ Somebody gets hurt? Here, chew this root! They said it was a painkiller, right? What's the worst that could happen? (People can get a little ... flirtatious, shall we say.)
☆ Or you could go one step further and try exploring portions of the Adamant! Remember, the ship itself was built to house seventy thousand people — it's the size of a city, and it cannot be adequately explored in an afternoon! If you'd like anything specific to come of this, or if you’d like to know specifics about the Adamant’s layout, please consider submitting a plot request!.
☆ The plants are at a high elevation, so they will exist on rocky outcroppings along a cliff-face. The landscape here is mostly high desert, which means it is full of thin, calf-high grasses, scrub plants, and non arable land polluted by dense, alkaline soil and rocks. Be creative in how you get there!
☆ Somebody gets hurt? Here, chew this root! They said it was a painkiller, right? What's the worst that could happen? (People can get a little ... flirtatious, shall we say.)
☆ Or you could go one step further and try exploring portions of the Adamant! Remember, the ship itself was built to house seventy thousand people — it's the size of a city, and it cannot be adequately explored in an afternoon! If you'd like anything specific to come of this, or if you’d like to know specifics about the Adamant’s layout, please consider submitting a plot request!.
yennefer of vengerberg (witcher netflix)
the splattered remains of the eggs are still strewn about the floor of the room. yennefer kicks some goopy fluid off her boot as she draws nearer to the core of the place, giving a soft scoff of disgust as she does. it stinks of something unfamiliar, something sour that sits high in her nose.
the central chrysalis glows with a dull light, like it's alive. like it's a beacon. yennefer tries to yoke enough chaos to reach out to it, to perceive it in some way, but falls short. again and again.
with a frustrated noise, she kicks one of the nearby eggs. it gives a sick crack, and the shells peel away. there's something inside. an item? yennefer crouches, knocks away more of the shell to examine it. it might belong to her, or it might belong to someone else. ]
but when one of the childcare specialists gets pulled into a scene, he comes up to yennefer, hand-in-hand with two five-year-olds. when he asks, 'can you watch them for a moment?', it's not really a question. he's gone the next moment, and the kids peer warily at yennefer.
'why does your dress have so many ropes?' one asks, reaching out to grab at it. ]
Don't touch that. [ yen's voice is sharp. the other one says, 'my mom said i can touch whatever i want in the theater.' ] I have no doubts that a person with so little respect of others would produce a child who's the same.
[ the second opens their mouth to reply, puzzles through the statement, then simply shakes their head and starts tugging on the ropes of yennefer's skirt again. she reaches out to seize the little brat's wrist, and he begins to cry. ]
she raises one of her hands, the other touching the water's surface. dead fish float to the top, but a fissure runs through the water, beginning to part it in a line following the creature out to the center of the wide lake. algae and lakebottom plants and crawdads and beach appear on the sandy floor where the water has been peeled away, but the creature that had visited them does not reappear.
despite this, she doesn't stop walking. it's the singular curiosity that her unconscious mind clings to, that creature. ]
(tdm continuation — steve)
[ instead of some base (and, perhaps, more appropriate) emotional reaction to the concept, yennefer's expression furrows with genuine thought. what would that look like? half of all life in the universe? she thinks of the continent. the nearest she can imagine is some natural catastrophe, like the conjunction of spheres, something that would crush a nation or flood it. wipe it from every map.
is nilfgaard not doing that? but then she thinks of that word, half, and tries to imagine the real loss. not the elimination of some parts of a whole, but the fragmentation. bisecting it. and she thinks that's a better understanding of the wound.
her expression resolves into something serious. not curious, not intellectual. grim. ]
How does one man cause that much death?
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By deciding he's God. Spending a lifetime hunting down the power he needs to do it. Power over space, time, reality...
[ another shake of his head ]
Not my wheelhouse.
[ Magic, or whatever else you wanna call it. And truthfully, he's not keen on going into the specifics that he does know about the stones that know with a stranger.
Not that it matters now. ]
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[ he writes it off, but yennefer looks more interested than she ever has. ]
Magical artifacts are something of a hobby of mine.
[ or at the very least, the study of them relative to how useful they might be to her particular problem. ]
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Like I said, I'm not an expert. They vaporized nearly everyone who tried to use them. [ He saw the tesseract do it. His frown deepens, a slow burning heat slipping into his tone. ]
Except that bastard. And he destroyed them when he was done.
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[ clearly there's something there. she looks genuinely confused. that's not how power works. that's not how people work. ]
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Yeah, well. Didn't kill him but that kinda power still took its toll. And he didn't want anyone else using them.
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02
[ he'll take the little brat, and, what do you know, the little brat likes being hoisted up his shoulders where he can almost touch the ceiling, if he tried; after a bit of a scare vidar lets the child go, until it comes back asking for another ride on his shoulders. ]
They can be beastly, but they're not entirely impossible.
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Do you have a great deal of experience raising other people's children?
[ the sneering questions suggests either no one would, or if they did, it wouldn't be the sort of thing yennefer thinks is worth bragging about. ]
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[ which, well. he doesn't mind the shrieking of the child on his shoulders until he laughs and tells him, "alright, that's enough - go on and play with your friends, my shoulders hurt." there was some pouting, but the beast having been appeased, he releases him from his hold. ]
But no, I haven't any kids of my own. [ he ran away from such responsibilities ... though that life feels like forever ago. ] Nor have I raised anyone else's children.
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[ she smiles tightly. in her experience, anyone who can affords babysitters does, so she doesn't quite believe him. she's never in her life seen a noble care for their own child out of any willingness to do so. how the queen of aedirn hated each of her children. it made yennefer hate her, in turn.
yennefer watches the little beast run off, something hazy in the bright violet of her eyes. ] These people aren't planning to leave this planet.
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[ he says it rather casually but his heart's not in it. it hasn't been happy, not for a long time, not since he died, or was presumed dead. he can't say.
he nods at her words. ] Would you?
They've made a family here and wherever home was, for these people, it's clearly not worth living or staying in.
It may not be Earth, but it's liveable. And it's not too difficult for people to contemplate a different existence once they feel that they can bear their circumstances.
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[ she has not gone to see the crater left behind by the adamant for herself yet. she's keenly aware that she lacks the necessary skills and knowledge to make anything of the ship itself. she'll need to find someone, first, who is. after that, she can begin to consider what conclusions they can help her draw.
she surveys vidar more thoughtfully, then. he'd spoken of earth like it was familiar. she doesn't bother to mask the subject change — men seldom react poorly to anything that gives them an opportunity to talk about themselves, no matter how hamfisted, and she is too beside her nerves to be as graceful as she might want to be. ]
You're from Earth as well, then? Have you ever left it before?
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02 ...ish ig idek
None of that. ( his voice is the measured patience of a father who has dealt with more than his share of precocious children ㅡ this one cannot stop a heart or set anything on fire in a fit of pique, at least, even if his manners leave something to be desired. )
Your mother wouldn't want you to be rude to a guest, surely?
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[ yennefer does little to mask her unpleasantness, her unkindness. she is being ungenerous and she does not care. if she does not find some fault with the child for rejecting her, then the fault lies in her, and that is intolerable.
the child, however, looks much more pleasant when faced with aleksander. ]
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( mildly; she doesn't particularly care, he's sure, and he doesn't entirely blame her either. given their reduced circumstances, everything from home becomes doubly precious.
and it is a remarkable gown. )
Still, that is hardly an excuse for poor manners. ( this is addressed to the boy, who has grown fascinated with the embroidery on aleksander's lapel. the corecloth is resilient enough to survive any suspect stains, fortunately. )
Apologize to the lady, mm?
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but it does need stroking, and so she smiles regardless. some part of her feels good at being treated as worthy of those things, no matter her defenses against it. it also, however, raises a countermeasure. another part of her recoils, quietly doubting the applicability. the part that is convinced that she is worth precisely four marks.
the child apologizes to yennefer, ducking their head guiltily. then they try to wriggle away. feeling magnanimous, yennefer says, ] I don't care for apologies. Just don't do it again.
[ though, in truth, she isn't opposed to a little groveling from the right person. she turns her eyes on him. ]
You don't look like a nursemaid. Are you planning to wrangle them? Yours would be a much better example than whatever caretakers they've been under.
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Who knows what strange habits I might impart while their backs are turned?
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[ every culture takes very seriously the indoctrination of its children. she'll give him that. ]
Yennefer. [ she lifts her chin a bit. ]
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01
As it turns out, she's not the only one with the same idea. She keeps a respectful distance from Yennefer as she does her own poking around, but when she hears the loud cracking noise, it draws her attention to the egg that's just opened... and the familiar dagger lying inside of it. The how doesn't matter right now, only that it's something she recognizes, and Adora clears her throat loudly. ]
Hi, excuse me. I think that's mine. [ She tries to keep her tone light, rather than make Yennefer think she's accusing her of something, but her hand is extended in expectation of having the dagger handed over. In exchange: ] Are you looking for anything in particular? Maybe I can help.
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[ yennefer doesn't look particularly aggressive, but neither does she immediately turn it over to adora. rather, she twists the knife in her hand, considering it. it's a clunky design. not at all something yennefer would prefer, but also more useful than nothing. ]
Yours? [ it's a good question, one that she can't help considering as she picks through the eggs. ] How would any of us know?
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[ She gets what Yennefer is saying ㅡ anyone could claim anything for themselves without a proper way to designate true ownership. But she didn't expect to encounter resistance towards her own property, and though she tries to stay cordial, her frustration grows more obvious the longer she holds her hand out. ]
... Look. I know you don't have any reason to trust me right now, but that's definitely mine. It's for self defence. [ She adds, as if that isn't the most obvious thing in the world. It's a dagger; it's not for picking noses. ] If you need a weapon, I'll find you one that isn't taken. Riiiiiight after you give my dagger back. So... deal?
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[ she doesn't hand it over quite yet. ]
Offering me only what I already have in my hand, with no proof of your claim. [ she could have just spotted it, decided she liked it, and claimed anything! yennefer recognizes this isn't true, of course, and she's planning to give it up. but not without making a point. after all, she'd been searching for anything useful. ]
I've lost something of mine. Before waking up here, I remember having it with me. Not a weapon; a book. [ lies, all of it. but she knows that if there is any book in here, it's more useful than any weapon when she already has a short sword tucked against her hip under her cloak, one she'd carried with her before. books can hold all kinds of things. ] Find it for me, and I won't care if the dagger is yours or not. You can have it.
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Okay, well, first of all, I wasn't haggling; I was trying to be helpful. [ No, she was haggling. She just hates being called bad at anything. ] Second of all, it is my dagger, so stop talking like I'm a thief. Because right now, that's what you are.
[ She's self-aware enough to realize that she's being ridiculous about this, but petty enough not to stop. But even as she talks, she's prising open other eggs, looking for pages among the goo; wanting this woman out of her life sooner rather than later. ]
What kind of book is it, anyway? Just so I know you aren't stealing from someone else. [ Her back is to Yennefer now, but the attitude radiates from her voice. ]
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[ gaslight gatekeep girlboss over here is committed to accusing adora of exactly what she's doing. ]
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